Resting
Short rest (1 hour): spend hit dice to heal, recover some features. Long rest (8 hours): restore all HP and spell slots, recover half hit dice.
Resting allows adventurers to recover from wounds and expend resources.
Short Rest:
- Duration: At least 1 hour.
- During a short rest you can spend Hit Dice to recover HP. Roll the die, add Constitution modifier, regain that many HP.
- Some class features recover on a short rest: Warlock spell slots, Fighter Action Surge, Monk Ki, Bardic Inspiration (level 5+), Second Wind.
Long Rest:
- Duration: At least 8 hours, including no more than 2 hours of light activity (standing watch, reading, talking).
- You must have at least 1 HP to benefit. You can't benefit from more than one long rest in a 24-hour period.
- Regain all lost HP.
- Regain all spent spell slots (most full casters).
- Recover half your total Hit Dice (minimum 1).
- Exhaustion: Lose one level.
Interrupting a long rest: If the rest is interrupted by at least 1 hour of strenuous activity (walking, fighting, casting spells, or similar adventuring activity), the characters must start the rest over.
Camping in dangerous areas: Some DMs apply a rule where long rest benefits require a safe location.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.